Fable: The Journey Review

Fable: The Journey

by Sebastian Williamson |
Published on

Peter Molyneux’s swansong is a triumph in interactive storytelling nestled inside the beautifully rendered fictional world of Albion, hampered only by the obvious failings of motion control. Set 50 years after the event of Fable 3, The Journey puts you (kind of) in control of Gabriel, the titles’ reluctant hero and, incidentally, the first named protagonist in Fable’s history.

An entirely on-rails experience, The Journey eschews the need for a pad in favour of simple gestures that – for the most part – result in the casting of magical spells, blocking and controlling Gabriel’s trusty steed, Seren. Much in the same way it succeeded with Fable II’s canine companion, studio Lionhead has yet again conjured a videogame animal that’s incredibly easy to grow attached to as you flail your way through the narrative.

While the Kinect controls are at their best when on the open road, guiding Seren around corners and between obstacles, the shortcomings of Microsoft’s technology are most evident in the frequent bouts of magical fisticuffs, where you’ll sometimes find spells frustratingly hurtling off in the wrong direction. Persevere though and you’ll be rewarded with a surprisingly enjoyable guided tour of the always-appealing Albion and its kooky inhabitants.

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